generic weather #165

Parent #1Owner #361Flags read, fertileSource hellcore/hellcore.db

Aliases: generic weather

3 verbs · 25 properties · 0 children

Verbs

VerbSpecFlagsDefinerLines
noise_msgthis none thisrxd#1654
look_place_msgthis none thisrxd#1651
temperaturethis none thisrxd#1651

Properties

PropertyDefinerFlagsOwnerValue
look_place_msg#165rc#361""
noise_chance#165rc#3610
noise_msg#165rc#361{}
help_msg#165rc#361
list of 19{"Weather objects represent states of the weather -- clear, overcast, drizzle, rainstorm, duststorm, etc.", "", "look_place_msg", " Integrated into the outdoor room description of all areas experiencing this weather.", "", "noise_msg", " Displayed when the weather makes noise.", "", "noise_chance", " A percentile chance every 30 seconds of this weather making noise.", "", "A weather can define what it sounds like to change from this weather to or from other weathers. Create a property .change_to_weather or .change_from_weather, where 'weather' is the name of another weather object, and that property will be used as a message when the weather changes to (or from) the other weather.", "", "To control how weathers change to other weathers, $area defines a property .weather_tree. This is a list of lists; each entry is a list of weather object. Weather 1 is the source weather, and the rest of the list is a random set of destination weathers. When the weather changes (generally on an area reset), this list is consulted to pick a new weather state, and one of the properties defined above (.change_from_weather or .change_to_weather) is used, if it exists, to notify players in the area's outdoor rooms.", "", "For ease of customization, you don't have to set this list yourself. Simply edit area.weather_tree_msg and create a text file, each line being a comma separated list of weather object names, to represent the tree. Then run '@compile-weather <area>' to compile this text into .weather_tree.", "", "An area can also have its weather 'slaved' to another area, by setting its .weather_master to another area object, and having itself inserted into that area's .weather_slaves. This will force the area to always have the same weather as the master area.", ""}
look_sky_msg#165rc#361""
look_sky_high_msg#165rc#361""
ambience_msg#165rc#361{}
see_through#165rc#3611
temperature#165rc#3610
track_mod#165rc#361-1
look_sky_from_ground_msg#165rc#361""
seen_lateral_msg#165rc#361""
icon#165rc#361"~1b[46m ~1b[0m"
descend_into_msg#165rc#361""
smell_msg#165rc#361""
aliases#1rc#361{"generic weather"}
description#1rc#361<clear>
object_size#1r#29{3933, 1298434019}
hidden_verbs#1rc#361<clear>
phelp_msg#1rc#361<clear>
weight#1rc#361<clear>
owner_verbs#1rc#361<clear>
plural_name#1rc#361<clear>
client_image#1rc#361<clear>
listening#1rc#361<clear>

Ancestry

Ancestors (nearest first): #1 root

Children: none

Call graph

calls n165_0 #165:noise_msg n20_81 #20:msg n165_0->n20_81 n165_1 #165:look_place_msg n165_1->n20_81

Source

noise_msg

Spec this none thisFlags rxdOwner #361Definer #165

Referenced by

none

Source

1if (random(100) < this.noise_chance)
2m = $su:msg(this.noise_msg);
3return m;
4endif

look_place_msg

Spec this none thisFlags rxdOwner #361Definer #165

Referenced by

none

Source

1return $su:msg(this.(verb));

temperature

Spec this none thisFlags rxdOwner #361Definer #165

Referenced by

none

Source

1return this.temperature;